36 research outputs found

    Object Pose Detection to Enable 3D Interaction from 2D Equirectangular Images in Mixed Reality Educational Settings

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    In this paper, we address the challenge of estimating the 6DoF pose of objects in 2D equirectangular images. This solution allows the transition to the objects’ 3D model from their current pose. In particular, it finds application in the educational use of 360° videos, where it enhances the learning experience of students by making it more engaging and immersive due to the possible interaction with 3D virtual models. We developed a general approach usable for any object and shape. The only requirement is to have an accurate CAD model, even without textures of the item, whose pose must be estimated. The developed pipeline has two main steps: vehicle segmentation from the image background and estimation of the vehicle pose. To accomplish the first task, we used deep learning methods, while for the second, we developed a 360° camera simulator in Unity to generate synthetic equirectangular images used for comparison. We conducted our tests using a miniature truck model whose CAD was at our disposal. The developed algorithm was tested using a metrological analysis applied to real data. The results showed a mean difference of 1.5° with a standard deviation of 1° from the ground truth data for rotations, and 1.4 cm with a standard deviation of 1.5 cm for translations over a research range of ±20° and ±20 cm, respectively

    Augmented and virtual reality evolution and future tendency

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    Augmented reality and virtual reality technologies are increasing in popularity. Augmented reality has thrived to date mainly on mobile applications, with games like Pokémon Go or the new Google Maps utility as some of its ambassadors. On the other hand, virtual reality has been popularized mainly thanks to the videogame industry and cheaper devices. However, what was initially a failure in the industrial field is resurfacing in recent years thanks to the technological improvements in devices and processing hardware. In this work, an in-depth study of the different fields in which augmented and virtual reality have been used has been carried out. This study focuses on conducting a thorough scoping review focused on these new technologies, where the evolution of each of them during the last years in the most important categories and in the countries most involved in these technologies will be analyzed. Finally, we will analyze the future trend of these technologies and the areas in which it is necessary to investigate to further integrate these technologies into society.Universidad de Sevilla, Spain Telefonica Chair “Intelligence in Networks

    Human-centric zero-defect manufacturing: State-of-the-art review, perspectives, and challenges

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    Zero defect manufacturing (ZDM) aims at eliminating defects throughout the value stream as well as the cost of rework and scrap. The ambitious goal of zero defects requires the extensive utilization of emerging technologies. Amidst the major drive for technological advancement, humans are often kept out of the loop because they are perceived as the root cause of error. The report from the European Commission on Industry 5.0 emphasizes that human-centric is a key pillar in building a more resilient industry and is vital to incorporate the human component into the manufacturing sector. However, we did not find any publications that explain what human-centric ZDM is, nor what the roles of humans are in advancing ZDM. As a contribution to bridging this gap, a systematic literature review is conducted using different databases. We collected 36 publications and categorised them into 3 different human roles which are managers, engineers, and operators. From our search, we found out that managers play a vital role in cultivating ZDM in the entire organization to prevent errors despite the fact they often do not have direct contact with the production line as operators. Operators can help advance ZDM through knowledge capturing with feedback functions to the engineer to better design a corrective action to prevent errors. Assistive technologies such as extended reality are efficient tools used by operators to eliminate human errors in production environments. Human-centric is now a goal in the future manufacturing sector, but it could face barriers such as high technological investments and resistance to changes in their work tasks. This paper can contribute to paving the roadmap of human-centric ZDM to bring defects to zero and reposition the manufacturing sector to become more resilient.publishedVersio

    Current challenges and future research directions in augmented reality for education

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    The progression and adoption of innovative learning methodologies signify that a respective part of society is open to new technologies and ideas and thus is advancing. The latest innovation in teaching is the use of Augmented Reality (AR). Applications using this technology have been deployed successfully in STEM (Science, Technology, Engineering, and Mathematics) education for delivering the practical and creative parts of teaching. Since AR technology already has a large volume of published studies about education that reports advantages, limitations, effectiveness, and challenges, classifying these projects will allow for a review of the success in the different educational settings and discover current challenges and future research areas. Due to COVID-19, the landscape of technology-enhanced learning has shifted more toward blended learning, personalized learning spaces and user-centered approach with safety measures. The main findings of this paper include a review of the current literature, investigating the challenges, identifying future research areas, and finally, reporting on the development of two case studies that can highlight the first steps needed to address these research areas. The result of this research ultimately details the research gap required to facilitate real-time touchless hand interaction, kinesthetic learning, and machine learning agents with a remote learning pedagogy

    Deep-Learning-Incorporated Augmented Reality Application for Engineering Lab Training

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    Deep learning (DL) algorithms have achieved significantly high performance in object detection tasks. At the same time, augmented reality (AR) techniques are transforming the ways that we work and connect with people. With the increasing popularity of online and hybrid learning, we propose a new framework for improving students’ learning experiences with electrical engineering lab equipment by incorporating the abovementioned technologies. The DL powered automatic object detection component integrated into the AR application is designed to recognize equipment such as multimeter, oscilloscope, wave generator, and power supply. A deep neural network model, namely MobileNet-SSD v2, is implemented for equipment detection using TensorFlow’s object detection API. When a piece of equipment is detected, the corresponding AR-based tutorial will be displayed on the screen. The mean average precision (mAP) of the developed equipment detection model is 81.4%, while the average recall of the model is 85.3%. Furthermore, to demonstrate practical application of the proposed framework, we develop a multimeter tutorial where virtual models are superimposed on real multimeters. The tutorial includes images and web links as well to help users learn more effectively. The Unity3D game engine is used as the primary development tool for this tutorial to integrate DL and AR frameworks and create immersive scenarios. The proposed framework can be a useful foundation for AR and machine-learning-based frameworks for industrial and educational training

    Augmented Reality and Health Informatics: A Study based on Bibliometric and Content Analysis of Scholarly Communication and Social Media

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    Healthcare outcomes have been shown to improve when technology is used as part of patient care. Health Informatics (HI) is a multidisciplinary study of the design, development, adoption, and application of IT-based innovations in healthcare services delivery, management, and planning. Augmented Reality (AR) is an emerging technology that enhances the user’s perception and interaction with the real world. This study aims to illuminate the intersection of the field of AR and HI. The domains of AR and HI by themselves are areas of significant research. However, there is a scarcity of research on augmented reality as it applies to health informatics. Given both scholarly research and social media communication having contributed to the domains of AR and HI, research methodologies of bibliometric and content analysis on scholarly research and social media communication were employed to investigate the salient features and research fronts of the field. The study used Scopus data (7360 scholarly publications) to identify the bibliometric features and to perform content analysis of the identified research. The Altmetric database (an aggregator of data sources) was used to determine the social media communication for this field. The findings from this study included Publication Volumes, Top Authors, Affiliations, Subject Areas and Geographical Locations from scholarly publications as well as from a social media perspective. The highest cited 200 documents were used to determine the research fronts in scholarly publications. Content Analysis techniques were employed on the publication abstracts as a secondary technique to determine the research themes of the field. The study found the research frontiers in the scholarly communication included emerging AR technologies such as tracking and computer vision along with Surgical and Learning applications. There was a commonality between social media and scholarly communication themes from an applications perspective. In addition, social media themes included applications of AR in Healthcare Delivery, Clinical Studies and Mental Disorders. Europe as a geographic region dominates the research field with 50% of the articles and North America and Asia tie for second with 20% each. Publication volumes show a steep upward slope indicating continued research. Social Media communication is still in its infancy in terms of data extraction, however aggregators like Altmetric are helping to enhance the outcomes. The findings from the study revealed that the frontier research in AR has made an impact in the surgical and learning applications of HI and has the potential for other applications as new technologies are adopted

    Sim2real and Digital Twins in Autonomous Driving: A Survey

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    Safety and cost are two important concerns for the development of autonomous driving technologies. From the academic research to commercial applications of autonomous driving vehicles, sufficient simulation and real world testing are required. In general, a large scale of testing in simulation environment is conducted and then the learned driving knowledge is transferred to the real world, so how to adapt driving knowledge learned in simulation to reality becomes a critical issue. However, the virtual simulation world differs from the real world in many aspects such as lighting, textures, vehicle dynamics, and agents' behaviors, etc., which makes it difficult to bridge the gap between the virtual and real worlds. This gap is commonly referred to as the reality gap (RG). In recent years, researchers have explored various approaches to address the reality gap issue, which can be broadly classified into two categories: transferring knowledge from simulation to reality (sim2real) and learning in digital twins (DTs). In this paper, we consider the solutions through the sim2real and DTs technologies, and review important applications and innovations in the field of autonomous driving. Meanwhile, we show the state-of-the-arts from the views of algorithms, models, and simulators, and elaborate the development process from sim2real to DTs. The presentation also illustrates the far-reaching effects of the development of sim2real and DTs in autonomous driving

    Analysis & Numerical Simulation of Indian Food Image Classification Using Convolutional Neural Network

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    Recognition of Indian food can be assumed to be a fine-grained visual task owing to recognition property of various food classes. It is therefore important to provide an optimized approach to segmentation and classification for different applications based on food recognition. Food computation mainly utilizes a computer science approach which needs food data from various data outlets like real-time images, social flat-forms, food journaling, food datasets etc, for different modalities. In order to consider Indian food images for a number of applications we need a proper analysis of food images with state-of-art-techniques. The appropriate segmentation and classification methods are required to forecast the relevant and upgraded analysis. As accurate segmentation lead to proper recognition and identification, in essence we have considered segmentation of food items from images. Considering the basic convolution neural network (CNN) model, there are edge and shape constraints that influence the outcome of segmentation on the edge side. Approaches that can solve the problem of edges need to be developed; an edge-adaptive As we have solved the problem of food segmentation with CNN, we also have difficulty in classifying food, which has been an important area for various types of applications. Food analysis is the primary component of health-related applications and is needed in our day to day life. It has the proficiency to directly predict the score function from image pixels, input layer to produce the tensor outputs and convolution layer is used for self- learning kernel through back-propagation. In this method, feature extraction and Max-Pooling is considered with multiple layers, and outputs are obtained using softmax functionality. The proposed implementation tests 92.89% accuracy by considering some data from yummly dataset and by own prepared dataset. Consequently, it is seen that some more improvement is needed in food image classification. We therefore consider the segmented feature of EA-CNN and concatenated it with the feature of our custom Inception-V3 to provide an optimized classification. It enhances the capacity of important features for further classification process. In extension we have considered south Indian food classes, with our own collected food image dataset and got 96.27% accuracy. The obtained accuracy for the considered dataset is very well in comparison with our foregoing method and state-of-the-art techniques.

    High level 3D structure extraction from a single image using a CNN-based approach

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    High-Level Structure (HLS) extraction in a set of images consists of recognizing 3D elements with useful information to the user or application. There are several approaches to HLS extraction. However, most of these approaches are based on processing two or more images captured from different camera views or on processing 3D data in the form of point clouds extracted from the camera images. In contrast and motivated by the extensive work developed for the problem of depth estimation in a single image, where parallax constraints are not required, in this work, we propose a novel methodology towards HLS extraction from a single image with promising results. For that, our method has four steps. First, we use a CNN to predict the depth for a single image. Second, we propose a region-wise analysis to refine depth estimates. Third, we introduce a graph analysis to segment the depth in semantic orientations aiming at identifying potential HLS. Finally, the depth sections are provided to a new CNN architecture that predicts HLS in the shape of cubes and rectangular parallelepipeds

    Usability framework for mobile augmented reality language learning

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    After several decades since its introduction, the existing ISO9241-11 usability framework is still vastly used in Mobile Augmented Reality (MAR) language learning. The existing framework is generic and can be applied to diverse emerging technologies such as electronic and mobile learning. However, technologies like MAR have interaction properties that are significantly unique and require different usability processes. Hence, implementing the existing framework on MAR can lead to non-optimized, inefficient, and ineffective outcomes. Furthermore, state-of-the-art analysis models such as machine learning are not apparent in MAR usability studies, despite evidence of positive outcomes in other learning technologies. In recent MAR learning studies, machine learning benefits such as problem identification and prioritization were non-existent. These setbacks could slow down the advancement of MAR language learning, which mainly aims to improve language proficiency among MAR users, especially in English communication. Therefore, this research proposed the Usability Framework for MAR (UFMAR) that addressed the currently identified research problems and gaps in language learning. UFMAR introduced an improved data collection method called Individual Interaction Clustering-based Usability Measuring Instrument (IICUMI), followed by a machine learning-driven analysis model called Clustering-based Usability Prioritization Analysis (CUPA) and a prioritization quantifier called Usability Clustering Prioritization Model (UCPM). UFMAR showed empirical evidence of significantly improving usability in MAR, capitalizing on its unique interaction properties. UFMAR enhanced the existing framework with new abilities to systematically identify and prioritize MAR usability issues. Through the experimental results of UFMAR, it was found that the IICUMI method was 50% more effective, while CUPA and UCPM were 57% more effective than the existing framework. The outcome through UFMAR also produced 86% accuracy in analysis results and was 79% more efficient in framework implementation. UFMAR was validated through three cycles of the experimental processes, with triangulation through expert reviews, to be proven as a fitting framework for MAR language learning
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